Age | Commit message (Collapse) | Author |
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no whitespace was seen
for the 'current line' of a certain maximum width, the string will be truncated instead
of the old behaviour which just left it alone.
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strecpy and simplification
of order_gui (only disable a single widget if not local player, all others aren't
visible anyways).
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of pixel lines used, and use it for drawing NewGRF additional text (mart3p)
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The last parameter should point to the end of the buffer (eg lastof(buf))
Courtesy of Tron.
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GetStringBoundingBox SETX and
SETXY parameters were wrongly accounted for. The identifier itself was taken
not the amount.
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of course...
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height bounding
box of the string. Therefore rename the function to GetStringBoundingRect()
and have it return a BoundingRect type of width/height
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the string
contained newlines.
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clipping rectangle could become 0, which isn't sensible. This should fix a very rare and hard to trigger assertion in GfxFillRect()
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Sprite::info is never unset
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(_color_list) which the renderer shouldn't have know about
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parameter of FillDrawPixelInfo() and simplify some expressions
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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balance window instead of centering (about) 'string width' / 2 from the right edge
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- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
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numbers with a FontSize enum, using the numbers (which are SpriteIDs) in only the places needed.
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with a call to SpriteExists(), when building the character width cache.
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it again when it enters. Added both for WIN32 and SDL. Since Win95 has troubles with TrackMouseEvent(), this function was just simply rewritten which was the easiest. Based on a patch by DmitryKo.
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missing glyphs for the big font.
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alignment issues (thanks Tron for the help)
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struct WorldSprite
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where it somewhat makes sense and wrap them in #ifdef _DEBUG
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false; else return true; is confusing
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-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
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Also align short cases nicely
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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functions that don't change their pointer parameters
- change a lot of byte player types to PlayerID
- beautify header files, same "#endif /* filename */" ending
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(custom) (win32)
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a power of 2, for exact semantics see the commment in macros.h
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([1274302])'
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Add several missing chars:
- Š/š (S with hacek, all sizes)
- Ž/ž (Z with hacek, all sizes)
- Œ/œ (OE ligature, all sizes)
- Ð/ð (eth, large font was missing)
- Þ/þ (thorn, large font was missing)
- º (male ordinal sign, all sizes)
Also move Ÿ (Y with umlaut, all sizes) to the correct position in the charset
To add some chars it was necessary to shuffle some OTTD specific chars (arrows, transport type markers) around
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from table/sprites.h. You can now change the number of bits used for sprites and switches in the SpriteSetup enum and the rest should work automagically. Can be used to increase the number of active sprites to 2^19 in case there are no colortables (recolor sprites) in any newgrf. We should possibly move the the colortables to an own list, but how to detect them in a newgrf.
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numbers
by enums. There remains work in gfx.c to move the "transparency" and
"recolor" bits around to make space for more sprites. However, 2800
additional sprites can now be loaded. There also remains cleanup and
Doxygen work on many of the header files.
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